Making a Homebrew World...

For my homebrew, I made a map of the major continent the players would be starting on and added kingdoms, major cities, geographical features (mountains, lakes, rivers, etc). Then I made some details for the major city the players would be starting in along with some major people, shops, and other places in the city that everyone would know about. I use the greek pantheon with a few minor changes. I made a list of names before play started that I refer to when the PCs encounter an NPC. I came up with a couple of basic starting adventures and have expanded one of them into a long adventure/campaign because of the players. The players continue to surprise me with the plots they come up with in reaction to events in the game. As the PCs explore more of the kingdom and he continent, I am adding more detailed information about that area. I also allow the players to add in detail for their PCs home area. One player drew a map of her PCs neighborhood for me including shops, houses, aprtments, parks, etc. It was great and I used in the game a few times. Another player had a PC come from a far away part of the kingdom. He gave me information regarding the type of occupations that are common in that area along with notable people, basic geography, landmarks, etc.

As others have suggested, do as much as you are comfortable with. By all means, allow your players to add detail for you. Mine loved doing it and it involves them more in the game and makes them feel like they are a part of the world.
 

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All great advice. Also, "The World Builder's Guidebook (AD&D 2E) is a great source. While the PDF referrenced above has a couple of the types of creations methods there are others.

One thing to remember, though, is that the players will have as much of an impact on the way the world shapes up as you as the the DM does. Things you need:
A rough map of the world (You have that so you can check that off)
A rough idea of the cosmology (You have that so you can check that off (see you're doing better than you thought))
A semi-defined pantheon (See #1 below)
A very rough idea of the cultures that populate the world (See #2)
Any special things that separate your world from the typical (multiple moos, suns, lack of oceans, etc) (See #3)
A very well defined starting area and the surrounding locales (See #4)

My tips and tricks:
#1: Gods make the world go 'round
- Even if the majority of your PC are anti-religion, a firmly defined theological starting point gives character and definition to your world, if for nothing else, as something for the PCs to mock. If you have a group that has a paladin, a druid or priest of any cloth, this is an absolute must. Why? Does the paladin get afforded any extras due to his station, how about the druid, is she accepted or shunned as an ecological terroist? And the priest, is his religion excepted or not? Must he preach and convert or just shepard the flock? Or is he a special holy warrior, answering the call of the faith to defend it from hereasy and demonic influence? And don't forget Holy days (holidays) because everyone needs a reason to party.

#2: Wherever you start the party from, that where they are. (oooh esoteric) - Is the country a kingdom set in the Middle Ages similar to Europe? Or pehaps a Hunic society based on Attila and the Great Hordes? Maybe Feudal Japan, or Ancient China or... you get the picture. Wherever the party is from needs to be fleshed out pretty tightly. Yes there is room to grow, but the gerenal sense of societal cohesion is needed. Everywhere else should be roughly figured out (to include religion from step one) but not so tightly defined. As the campaign progresses, the characters can hear rumors from distant lands from traders and travelers (good reason for that Gather Information skill or Knowledge (Foreign History) or even Diplomacy)

#3: Strange new worlds.. - Anything that sets your world apart should be stated at the BEGINNING of the campaign and should be explained in detail. Not necessarily as to the why but definately the what. /Case in point, in my own world NONE of the players have ever heard of an ocean (they all come from land locked societies). Recently they found a map and couldn't decifer what this Oh-SEE-an thing was. They role played it to the hilt and scored bonus XP. It was even funnier when someone, later, tried to explain ships./ Little things like this are memorable and can add that extra spice to your RP. So if your world has two suns, make sure there is at least a fable or myth as to why.

#4: For ages and ages past... - If a player has grown up in Podunk his/her entire life, he/she should probably be familiar with the surrounding wildlife, rumors, monsters, bandits, politics, etc. It doesn't have to be in-depth, but it MUST be intimate. Beliefs, legends, lore and myths all form that backbone that a society is formed around. If the party is going to be adventuring from a single base of operations, that place must be known nearly like the back of their hands, especially if its a SMALL town. /Coming from a small town in the midwest, I can tell you I knew nearly everyone, and this is in the modern era where trust and help aren't as neccesary in a time of little or no technology, where building a house takes months not days and growing crops is a full-time job (and its no picnic now). /

#5: Let the crowd decide His fate, I wash my hands of it... - When it is all said and done, listen to your players. If they just want to kill monsters, a lot of preparation isn't neccesary (other than the site of course). A list of NPC names, a few towns and where shops are located to buy more stuff is about all they need. A tavern to get jobs and a nobleman to pay them for a job well done (or hunt them down if they screw it up). If they want the crunchy bits, give them the works, if they don't, don't try to force feed it, they just choke on it. /See Nodwick.com for an example of the hack n' slay party gone bad/

Hopefully this helps...Happy gaming :D
 

I only define what I have to. It's not lazyness that I do this for, but rather flexibility. If I have clerics and/or paladins sure I'll flesh out (or pick) a pantheon, if no one in the campaign is religious it could be a huge waste of time. If I have a rogue or two in the party I'll completely flesh out the thieves guild - could be time better spent then the pantheon.

Here is what I come up with from the go:
1) City starting in, how did it get here, why is it here, when did it start, what is the power structure, etc.

2) Any POIs I need for the starting adventure

3) What kind of land is the city in i.e. desert, woodlands, etc.

That's about it - this way I can do literally whatever I need to do for the players.

Remember the DMs number one job: Facilitiate the players fun. When doing a homebrew campaign world this means having the ability to provide them with whatever they want.

If I flesh things out too much I might tie my players hands.
Player: Hey, I'd like to play a barbarian from the frozen marches who was brought to the desert city a couple years ago as a slave after being captured in a battle.

DM: This world doesn't have any frozen marches.

Player: Okay, then I'll just be a rogue with a completely unimaginative background who steels from everyone he meets including party members and has the main purpose of screwing up your campaign.

DM: Okay sounds fun let's play

;)
 


J-Dawg said:
Bingo! That's my preferred method too!

Although Ray is almost adamant about not creating more than you need. I actually kinda enjoy dabbling in world creation, so I tend to do a bit more than he recommends just because it's fun.

Funny, Rule One of Dungeoncrafting is the rule I often break the most often too. How can you resist when you have a great idea and want to run with it!?
 

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